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OMG Need urgent Help conc. implementations of buildings in leveledit [message #322968] Wed, 19 March 2008 11:26 Go to next message
rrutk is currently offline  rrutk
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Registered: June 2007
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Colonel
OMG...I'm going to be mad. I'm now sitting here for hours and days and dont get it working.

I'm trying to set some old renbuildings in leveledit (repbays and silos).

Got the GDI RepBay working. I assigned the meshprefixes in gmax new and imported the w3d as a tile.

It doesnt really work with the other buildings. Everytime a made the w3d-file new with gmaxexport (new meshes) and i import them in level edit and most after it made then the tile and the building, renegade crashes while testing - mesh-error??? but the meshes are ok... Sad

the problem is, after deleting the building and the tile from the level and even after deleting it from the presents, renegade dont work again. is the wrong information stored somewhere permanent?

it seems so, because after running a backup of the level without the conc. building, all is fine again....

someone could help me? would upload the files somewhere....

[Updated on: Wed, 19 March 2008 11:28]

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Re: OMG Need urgent Help conc. implementations of buildings in leveledit [message #323008 is a reply to message #322968] Wed, 19 March 2008 15:09 Go to previous messageGo to next message
rrutk is currently offline  rrutk
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strange. now it works for most buildings.

it was necesarry to remove the old tiles, save, start again und insert new.
Re: OMG Need urgent Help conc. implementations of buildings in leveledit [message #323016 is a reply to message #322968] Wed, 19 March 2008 15:53 Go to previous messageGo to next message
cnc95fan is currently offline  cnc95fan
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I'm too lazy to read the whole post, but try and "Temp" the buildings rather then adding them.
Re: OMG Need urgent Help conc. implementations of buildings in leveledit [message #323087 is a reply to message #322968] Thu, 20 March 2008 08:57 Go to previous messageGo to next message
The Executor is currently offline  The Executor
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Commander
Ummmm.....well you don't need to change the files meshes. Just try opening all of the .gmax files of the building you want then export it. After that temp it as Terrian and then make it. For single meshes you might have to move them. Never change the meshes because they don't exist. Also when deleting stuff never just click on it and delete it, click on the 'Instances' tab in LE and then delete all of the terrian that way.

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Re: OMG Need urgent Help conc. implementations of buildings in leveledit [message #323096 is a reply to message #323087] Thu, 20 March 2008 09:18 Go to previous message
Reaver11 is currently offline  Reaver11
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MSwindows wrote on Thu, 20 March 2008 09:57

Ummmm.....well you don't need to change the files meshes. Just try opening all of the .gmax files of the building you want then export it. After that temp it as Terrian and then make it. For single meshes you might have to move them. Never change the meshes because they don't exist. Also when deleting stuff never just click on it and delete it, click on the 'Instances' tab in LE and then delete all of the terrian that way.


Do you know what you are saying yourself?

'Never change the meshes because they don't exist.' Rofl if meshes didnt exsist than nothing in renegade did.

Anyways back to the problem.

Got the GDI RepBay working. I assigned the meshprefixes in gmax new and imported the w3d as a tile.

The point MSwindows makes correct is that it shouldnt be a tile a buildings exterior and interior and visplanes are always in the Terrain Section.

Damage animations or nice lights on the outside of the buildings are leveltiles. (if you only use a building as decoration you could make it a tile)

The Building exterior calls in the aggregates and interior through callboxes (those funny yellow boxes)

'Everytime a made the w3d-file new with gmaxexport (new meshes) and i import them in level edit and most after it made then the tile and the building' could you clarify this sentence?

I think you mean after I export a new building, I dont get your (new meshes)
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